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 on: May 26, 2018, 03:53:43 PM 
Started by Puritan - Last post by Forge
here - be bored with this

Greta Van Fleet - Highway Tune

 on: May 26, 2018, 03:52:42 PM 
Started by Puritan - Last post by Forge
He he....
Devin Townshend is my man  :D
the size of that flying V is ridiculous.

 on: May 25, 2018, 05:40:06 PM 
Started by Puritan - Last post by Puritan
He he....
Devin Townshend is my man  :D

March of the Poozers

 on: May 25, 2018, 05:35:29 PM 
Started by Puritan - Last post by Puritan
This winter (and spring) was long and unusually cold and with lots of snow...
Now we're facing the warmest May in recorded history.
28-30 C is way beyond the average temperature and it's been like that for a week. The forcast says another hot week.

Ah well, gives me an execuse to have a few cold beers on the porch after work...  ;D

 on: May 25, 2018, 04:24:50 PM 
Started by Puritan - Last post by Forge
Kodiak Bear
21 August 1998

A bowling alley themed map.

The level consists of a bit of parking lot and the bowling alley structure itself. While it does have issues; like the lack of shading, some over-sizing, and being short in length, it makes up for it with nice detailing, good texture combinations, good usage of sector effects and ambient sounds, and some pretty well set up combat scenarios.
Find the one key card and head straight for the exit, or snoop around a little and get well armed. Either way its pretty entertaining. More fun than cotton socks on a freshly waxed floor.

Overall I'd give it a 78

 on: May 24, 2018, 03:38:32 PM 
Started by Puritan - Last post by Forge
Duke Royale Remake
4 September 2016

An earth city styled map.

It's a remake of Duke Royale,from the PSX exclusive episode "Plug and Pray". As far as the recreation aspect goes, it's pretty accurate. As for the level itself, including the original, it's a pretty plain map with very minimal dealing and blocky architecture. The texturing is done with a huge paintbrush; basically just filling in large sections completely with the same tile. The shading is hit or miss, and there are very few lighting effects or ambient sounds to give the level any depth. The map isn't completely devoid of atmosphere, there are a few highlights like the underground garage, but they are the exception, not the rule.
As a stand-alone level, it's pretty tough. There are quite a few aliens and very little fire-power. Enough to get by on, but the infrequent encounters with healing items is what really makes the map a challenge. Otherwise it's a pretty straight forward key card hunt. More fun than solo strip poker.

Overall I'd give it a 78

 on: May 23, 2018, 07:31:57 PM 
Started by Puritan - Last post by Puritan
^ Man, what a mayhem....200 liztroopers or so in the welcome party  :o

 on: May 23, 2018, 03:58:50 PM 
Started by Puritan - Last post by Forge
Dennis Collins (starcraftzerg)
19 June 2014

An earth city styled map.

The architecture and detailing are very well done, but the shading is pretty weak in most places and there's hardly an ambient sound. Those few extra touches could have made the level very atmospheric and immersive instead of feeling a bit too washed and vacant. The design and various locations do help give it depth though.
Duke starts out in an airport and must figure out several clues to unlock the Mission Impossible Building in order to kill the alien boss hiding within it. Not a very easy task.
The player starts out barely armed and the map is packed from one end to the other with aliens. A ridiculous amount of aliens. So run a few laps around the ciy to wake them all up and give chase to Duke. Eventually enough of them will shoot each other to thin the numbers to a manageable amount, provide enough ammo drops in order to be able to fight back, and give enough breathing room to open the 8 button puzzle to the gun store. Stop by the burger joint in the airport to replenish health and also search the rest of the facility for the clue to opening the weapons shop if you haven't found it yet. After this issue is dealt with it just a matter of surviving through the large respawns that frequent primary locations throughout the level. There are plenty of weapons, ammo, and health to survive it all, just don't get caught in any cross-fires.
The map itself is an open world and it's premise is to wander around randomly until key cards, buttons, and switches are found. Most large button puzzles have clues somewhere. Most keys, buttons, and switches serve some purpose. Though not everything is obvious as to what it does. More fun than a flea infestation.

Overall I'd give it an 81

 on: May 22, 2018, 04:28:55 PM 
Started by Puritan - Last post by Forge
16 December 1998
Peter Kucera

An island prison styled map.

The map consists of a divided courtyard, a sewer system, and a terrace with multiple doors. It's a basic map in detail and design; pretty much just a series of single rooms around a large hub. It has a few sounds, simple wall shading, and minimal amounts of architecture. It's not completely devoid of ambience, but there's not a lot to give it depth either.
The draw of the level is the puzzles. Each room has it's own unique puzzle to solve, whether it be a math problem, weaving through a maze of tripmines, or just simply figuring out where it's safe to walk. The reward is a switch which opens the next room and the next puzzle. Keep an eye out for other clues along the way which provide a letter to the huge alphabet button puzzle at the end. If you get stuck, the name of the map is the final clue. More fun than algebra.

Overall I'd give it a 79

 on: May 17, 2018, 03:51:01 PM 
Started by Puritan - Last post by Forge
David Sorensen
7 December 1999

An underground EDF rocket launching facility.

There's nothing too fancy or over the top in this map. It's pretty minimal with its texturing, detailing, and architecture. It may be a bit basic in the aesthetics, but it is pretty clean in its construction, and the author makes use of ambient sounds. The only real down-sides are the short length and the abrupt ending.
Game play is a straight forward key card and button hunt. Nothing's hidden or out of the way, and the only hitch in flow is figuring out which door in the main hallway unlocked. Since the doors are fairly close and half of them have colored locks, it's not rocket science finding the opened portal. Duke starts out minimally armed and has to fight a few enemies until the armory room is achieved, afterwards the balanced is tipped in Duke's direction. Especially if the secrets are found.
There are only a few kinds of aliens present to put up resistance, but they're well placed, and the few spawns compliment them instead of being annoying ambushes. More fun than carbon monoxide poisoning.

Overall I'd give it a 78

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